Interesting, I can't seem to recreate your issue and I started a fresh project and went through the tutorial. What version of Unity are you using and did you say this was during a build or while in the Unity editor?

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In the editor. I mentioned that it works but may be a problem in build as it reports as an error, not a warning. I will create yet another clean project once I finish duplicating all of my AI's.

Duplicator is working quite nicely. Only suggestion hat I have is once it has finished duplicating, clear the values from the "Emerald AI Duplicator Data object in scene. If I run it once, all is perfect. If I run it again on the next set, it seems to hold the old values and fails on the first run (gives the standard can't modify prefabs directly warning and doesn't create the prefabs from blue to white), but run it again without changing anything, and it works just fine.

I can't recreate the issue and I have tested spawning AI. Did you use the Setup Manager to create your AI?

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I have used the Setup Manager to set up the AI. The AI works fine with Core GameKit when spawning the AI with wave spawners. But as soon as I try to spawn the AI with Playmaker I get that error. I'm trying to spawn a AI when a prop is destroyed.

In the editor. I mentioned that it works but may be a problem in build as it reports as an error, not a warning. I will create yet another clean project once I finish duplicating all of my AI's.

Duplicator is working quite nicely. Only suggestion hat I have is once it has finished duplicating, clear the values from the "Emerald AI Duplicator Data object in scene. If I run it once, all is perfect. If I run it again on the next set, it seems to hold the old values and fails on the first run (gives the standard can't modify prefabs directly warning and doesn't create the prefabs from blue to white), but run it again without changing anything, and it works just fine.

I have used the Setup Manager to set up the AI. The AI works fine with Core GameKit when spawning the AI with wave spawners. But as soon as I try to spawn the AI with Playmaker I get that error. I'm trying to spawn a AI when a prop is destroyed.

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Okay, I wasn't aware that this was specifically a PlayMaker issue. Now that I know that, I can work on recreating it to find a solution.

Fantastic on the Invector integration, thank you. I was hoping if you'd be happy to integrate the vObjectDamage script from Invector also, as this is the main script I'm using in my VR project to deal damage. Let me know if you're happy to take a look. Thanks.

Fantastic on the Invector integration, thank you. I was hoping if you'd be happy to integrate the vObjectDamage script from Invector also, as this is the main script I'm using in my VR project to deal damage. Let me know if you're happy to take a look. Thanks.

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In the vObjectDamage script, go to the ApplyDamage function. Under the line target.gameObject.ApplyDamage( new vDamage(damage)); add the following code:

@BHS Among the many things that I ask, how is the uRPG integration going?! Updates on Crux and Unistorm?

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I haven't had a chance to add support for uRPG. I have been very busy getting Crux 2.0 finished. I'd say it should be submitted no later than tomorrow. UniStorm will still at least be a couple of weeks.

I haven't tested it, but it should work, assuming that you are using this script to damage Emerald AI agents.

Great to hear someone else is interested.

Of course.

You need to add an Animation Event for each shooting animation. For a tutorial on how to do this, see the tutorial video here:

You should create an event for each time your AI fires a shot.

I will when I'm closer to finishing my other updates.

I will look into this today. My apologies for the delay.

I haven't had a chance to add support for uRPG. I have been very busy getting Crux 2.0 finished. I'd say it should be submitted no later than tomorrow. UniStorm will still at least be a couple of weeks.

@BHS Can't wait to see Crux 2.0! Did you say that you had a patch for 2.2? If so, what exactly does it fix? I am uber excited about flying creatures. I love Malbers dragons and I think a flying creature as a Pet/Mount would be an awesome thing! /startpoll

@BHS Can't wait to see Crux 2.0! Did you say that you had a patch for 2.2? If so, what exactly does it fix? I am uber excited about flying creatures. I love Malbers dragons and I think a flying creature as a Pet/Mount would be an awesome thing! /startpoll

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Yes, the Emerald AI 2.2.1 update will address some of the issues users were having and some bug fixes. It also will add support for Crux 2.0. This will allow Crux's population tracker to have integrated support with Emerald AI, when objects are spawned with Crux. Flying pets and simply flying AI are possible with Emerald AI. All you have to do is increase the Nav Mesh Base Offset so the AI are above the ground. My planned Flying AI asset will be for AI more like Skyrim's dragons with procedural landing, attacking, and flying as well as flying obstacle avoidance. The ground movement will still use NavMesh though.

@BHS Any chance we can get Melee, Ranged and BOTH as an option?
I would like to have melee only, ranged only, and ability to use ranged and melee depending on proximity.

Thanks,
Mark

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I have plans for it, but the tricky thing is that it would need its own movement states, attack states, run attack states, equip and unequip states, hit states, and walk backwards state. So, I'm trying to figure out the best way to do it as it requires a bit of reworking the Animator Controller. It would be an awesome feature though. I'm trying to make the updates smaller and focus on one large feature at a time. Maybe this will be the first one I focus on. The plan is to have a few different options for switching between melee and ranged combat.

I'm using the newest version of Invector with Emerald AI and haven't had any errors. Can you please tell me the errors you were having?

Yes, the Emerald AI 2.2.1 update will address some of the issues users were having and some bug fixes. It also will add support for Crux 2.0. This will allow Crux's population tracker to have integrated support with Emerald AI, when objects are spawned with Crux. Flying pets and simply flying AI are possible with Emerald AI. All you have to do is increase the Nav Mesh Base Offset so the AI are above the ground. My planned Flying AI asset will be for AI more like Skyrim's dragons with procedural landing, attacking, and flying as well as flying obstacle avoidance. The ground movement will still use NavMesh though.

Possibly. I sent them a PM. I've tried an email in the past and that didn't work, but a PM did. I guess I can try again. Maybe if they have enough requests, they'll get back to me.

I have plans for it, but the tricky thing is that it would need its own movement states, attack states, run attack states, equip and unequip states, hit states, and walk backwards state. So, I'm trying to figure out the best way to do it as it requires a bit of reworking the Animator Controller. It would be an awesome feature though. I'm trying to make the updates smaller and focus on one large feature at a time. Maybe this will be the first one I focus on. The plan is to have a few different options for switching between melee and ranged combat.

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I've been waiting on that tooo.. melee & range or both... feels limited without

Hi @BHS these are the errors I'm having when I'm integrating emerald ai to damage invector player. I'm using the 1.2.3 shooter template and I don't wanna update as it might cause some troubles. See the image attached. I think invector made some changes in their code that's why I'm having these errors. Please help me fix it.

Please, in the Emerald version 2.2.1, you can at least increase to 8 the number of animations of attacks and гun attacks, each unit in my unit uses many combat animations (8-12) and therefore I cannot use Emerald

Please, in the Emerald version 2.2.1, you can at least increase to 8 the number of animations of attacks and гun attacks, each unit in my unit uses many combat animations (8-12) and therefore I cannot use Emerald

so I found out today that I bought UniStorm in the last sale, after seeing the update to crux and the integration for spawning I am so damn excited to mix all three! Looking forward to the time of day stuff with workers etc.

Hi, i have added two animation events to my zombie ai to damage the player. But this error is not going away:

"Zombie1_1's Attack 1 is missing a SendEmeraldDamage Animation Event. Please add one or see Emerald AI's Documentation for a guide on how to do so."

I have done it like in the video (and yes i have pressed the apply button )
What could cause this ? Thank you.
Edit: Crazy, it works with the Fallen Guardian prefab from the demo but not with my zombie.

Hi, i have added two animation events to my zombie ai to damage the player. But this error is not going away:

"Zombie1_1's Attack 1 is missing a SendEmeraldDamage Animation Event. Please add one or see Emerald AI's Documentation for a guide on how to do so."

I have done it like in the video (and yes i have pressed the apply button )
What could cause this ? Thank you.
Edit: Crazy, it works with the Fallen Guardian prefab from the demo but not with my zombie.

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Hmmm. Very strange @unicat If you are 100% certain that you have added the event to the animation, and you are 100% it is the CORRECT animation that is being called in the animator, and you are 100% certain that there are no typos in the SendEmeraldDamage event name (Capitalization counts), I would check that the zombie and the animation are both of the same type (Humanoid for instance).

@Mad_Mark , thank you for trying to help. Yes both the model and the animation are humanoid. There are no typos in the event name, because i copied it from the Fallen Guardian prefab. And yes it is the right animation in the animator.
I don`t understand this. Maybe it is a read/write thing from Unity? I am using 2018.3.9f1.

Also, anyone know how to setup a collider just for the head to allow kill shots?
I would like to setup colliders that stay with the skeleton, so when I have my AI sit or lay down, their colliders follow. Right now, if my AI sits or lays down, the collider remains 1.5 - 2.0 tall, so shooting over their heads injures them.

Hi @BHS these are the errors I'm having when I'm integrating emerald ai to damage invector player. I'm using the 1.2.3 shooter template and I don't wanna update as it might cause some troubles. See the image attached. I think invector made some changes in their code that's why I'm having these errors. Please help me fix it.

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If you are using a previous version, I don't have access to it because I've already updated. You will need to use the most recent version as it uses updated API that I'm assuming isn't present in the version you are using. Try using the following code that damages the player instead. It is untested, but it should work.

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